Captain Phinneus Shae

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Mercenary Logo.jpg Captain Phinneus Shae

Mercenary Privateer Warcaster

I follow no kingdom's flag, fear no ship on the sea, and bow to no master. Blood calls for blood, and I will spill much in the days to come.

Once a respected nautical warcaster for the Mercarian League, Captain Phinneus Shae has turned to piracy aboard the Talion. Shae is wanted but refuses to allow the bounty on his head to get in the way of earning a profit as a sword for hire. His powers over wind and storm serve as well on land as at sea, and few can stand against him blade to blade.

Basic Info

Shae1
Missing Info
Shae1.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 6
M.A. N/A
DEF 17
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Limited Employment - This model can be included only in Mercenary armies.

  • Despite being a Mercenary, Shae refuses to work for any Faction.

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Godspeed

Friendly Faction models currently in Shae's control range immediately advance up to 3". During this movement, affected models cannot be targeted by free strikes and gain Pathfinder.

Abilities

  • Amphibious symbol.jpg Amphibious
  • Groundwork - While knocked down, this model is not automatically hit by melee attacks, and its DEF is not reduced by being knocked down.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.

Weapons

Hand Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Squall
Sword icon.jpg  RNG   POW   P+S 
1 7 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.

Spells

COST RNG AOE POW DUR OFF
Blow the Man Down

3 8 - 15 Round Yes
A model hit by Blow the Man Down becomes knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model hit is slammed d6" directly way from the spell's point of origin. Collateral damage from this slam is POW 15.
Coup De Main

3 SELF Control - Turn No
The spellcaster and friendly Privateer models activating in its control range gain +2" movement when advancing as part of their Normal Movement. Affected warjacks can charge without spending a focus point. Coup de Main lasts for one turn.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Phantasm

2 6 - - Upkeep No
When target friendly Faction model/unit is targeted by a ranged attack with RNG greater than 8, the attack suffers -5 RNG to a minimum of 8. Models are not affected while out of formation.
Storm Rager

3 6 - - Upkeep No
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Phantasm cannot reduce an attack to less than 8" range. (It used to have no limit, and could reduce them to zero).
  • Gained Sprint and Synergistic Magic

Thoughts on Shae

Captain Phinneus Shae in a Nutshell

Shae is the only privateer warcaster designed to work well exclusively with privateers. As such, his role in a privateer army is to aid in their delivery with his spells and feat. The support solos take care of the other parts of the equation like improving chances to hit and do damage. If you like privateers, Shae is the caster you start with.

Shae is the most dangerous assassin in Mercenaries, able to strike at the opposing caster from very far off with his army.

Feat thoughts

Usually it's used to move the army into position to charge but there are other potential applications, such as backing up a ranged unit after it has already shot.

Spell thoughts

  • Blow the Man Down is rarely ever cast because Shae has no arc node. Also, you can knock down targets by using a Buccaneer that can assault 19" with a boosted net for free if he casts Coup.
  • Coup de Main is Shae's most powerful spell. If three warjacks get to charge free, it pays for itself and it speeds up the rest of the privateers in range to boot.
  • Flashing Blade and Synergistic Magic are supposed to encourage you to get Shae mixed up, get some tokens and Sprint away. Usually though, Shae wants to stay away from melee let alone melee with multiple enemies.
  • Phantasm is a somewhat effective way of protecting his army from shooting.
    • Theoretically it goes on the lead unit of Sea Dog Pirates so they don't die to shooting before they make their big charge. In practice, the opposing army targets the stuff behind them with blasts.
    • It's best use is protecting Grogspar, Killingsworth, a colossal, or the Commodore from incoming fire.
  • Storm Rager is best used on a Death Archon or Asphyxious4, who are the most powerful beneficiaries of the spell.
  • Veil of Mists is both a defensive cloud spell and the last piece in the puzzle of delivering a melee army.

Drawbacks & Downsides

Shae takes time to learn due to the interactions of the support solos making lousy pirates good. He is also a pure alpha strike caster and will be stymied by feats thst steal the alpha, like Fiona's.

Further downsides are:

  • Cloud walls and defensive feats give him trouble.
  • Cracking high ARM isn't something the models he's designed to play with do very well. It compells a Blockader.
  • He has nowhere near enough focus to cast Coup, upkeep spells and power warjacks. So he's often on a low camp, though he is hard to hit.

Tricks & Tips

  • A 5" increase in charge range combined with advance deploying Press Gangers and the Sea Dog Crew unit lead by Mr Walls offer massive scenario play.
  • Look for pirate synergies to maximize his abilities. For example: Shae casts Coup and his Buccaneer charges for free, boosting its net, which knocks down the target for the Freebooter to take out. The Commodore or the Buccaneer knock down a heavy from range for the Galleon to drag in, etc...
  • Pirate warjacks have low ARM and die fast. Sea Dogs die staggeringly fast unless you are great at making tough checks and keeping Grogspar alive. You cannot win an attrition fight against most armies so try to play for the assassination with all the tricks at your disposal. Knock down their caster and shoot them to death.

List Building Advice

Strategy

Coup de Main makes privateers go fast every turn. His feat moves his army 3" forward, and he has a spell that creates an bubble of Incorporeal for his army. It's pretty much spelled out for you that he is designed to deliver privateers quickly and out threat the other guy.

He wants a crippling alpha strike, followed by a jam with tons of pirate bodies. He is also a very capable assassin, able to knock down the enemy caster with the Commodore Cannon's slam or a Buccaneer and then send in a ton of pirates.

Pirates struggle into a lot of high ARM targets unless they are warrior models, in which case Hawk and Rockbottom ensure the pirates wreck the world. You can fix this by bringing a Blockader and Aiyana and Holt.

Theme Thoughts

Contrary to what you'd expect from him being the Captain of the Talion, Shae works much better in the Irregulars than he does anywhere else. This is mostly due to the release of Asphyxious the Sanctified plus the fact that the theme bonus powers up marshaled jacks and offers lots of great value pieces that help Shae's game plan.

This isn't to say that Shae won't work in The Talion Charter, far from it, he will enjoy ludicrous threat ranges on his troops, but will struggle to meaningfully crack ARM. The Death Archon may change this though.

    The Irregulars only    

  • Asphyxious4 - He is an excellent Storm Rager target and will be able to do lots of work with the spell. His servitors apply Dark Shroud where needed, making Freebooters that Flanks off of them extremely dangerous. He gets epecially dangerous with the feat move; if combined with Vanish, this extends his threat range to 17"if you factor in his melee range. Furthermore with Veil of Mist and Caustic Mist the two of them can form a cloud wall.
    • Gaspy can bring some privateer jacks with him who can benefit from the Coup the Main threat extension, but a simple Stalker can threaten very far with just the jump and the feat move, too, and brings Blessed and Grievous Wounds weapons.
  • Boss MacHorn - A great combatant in her own right, who can set up knock downs with Combo Smite. She will appreciate Storm Rager or Phantasm. Most importantly she can marshal a Freebooter or Mariner and drive it to Dismantle, making her marshaled jacks the most powerful you can field if you regularly see constructs in your meta.
  • Widget1 is able to squeeze some extra attacks out of Shae's Blockader or the marshaled jacks.
  • Balthazar Bamfist - A very important piece because he hand out free focus to Shae's jacks or, more importantly, the marshaled ones
  • Hermit, Aiyana, Gabriel Throne, Gorman1 and/or Hutchuck bring simple old damage buffs. Hutchuck also has a Quake Bomb for pop-and-drop tactics.
  • Harlowe and Scythe, can help set up his assassination and alpha strike by clearing charge ranges with their high quality shooting.
  • Kayazy Eliminators- No particular synergies, they're just generally good for their points cost. They are mobile enough to enable the Flank bonus and soften targets up for the big finish with a charging crushing freebooter.
  • Alexia2 - The feat move sets her up to spawn Thrall Warriors deep behind the enemy lines where they can get inconvenient (for your opponent) charge lanes.

All the models suggested under the Talion heading are equally valid here, if they are available.

    Irregulars and/or Talion options    

These are the character Privateer models.

  • Lady Aiyana and Master Holt: A damage buff and a source for magical weapon. Also they are in fact privateers. This means they are probably the most essential models for him to take,
  • Dirty Meg runs a Freebooter for him and has an awesome drive. Theoretically strong in The Irregulars, though not exactly great. In Talion, she can jack marshall Scallywag, who will enable it to charge for free. She can give it Crush and Powder Monkeys can hand it focus to make it super effective for a light, though that is a lot of investment into a fragile package.
  • The Commodore Cannon & Crew is a great control piece and slamms things over to assassinate. It can also actually move and shoot under the feat!
  • Master Gunner Dougal Macnaille - He's hard to squeeze in, but he makes your cannon, riflemen and galleon shoot farther and pushes the ranged assassination threat that much further.
  • Bella1 is the absolute best recipient for Storm Rager other than Gaspy4. With Coup de Main and sac pawn, she will force opposing units to give her a wide berth. She also helps the ARM cracking problem. She, Hawk, Bradigan and your battlegroup dish out the big hits against the targets pirates cannot.

    The Talion Charter only    

  • The Devil's Shadow Mutineers - two of them do damage in melee (and more than most pirates), and the third shoots people to return them to play.
  • Bosun Grogspar, Doc Killingsworth and First Mate Hawk provide the Sea Dogs important boosts.
  • Lord Rockbottom and Master Gunner Dougal MacNaile buff the Cannon.
  • Bloody Bradigan is the privateer that is actually able to do some damage.
  • Death Archon - Stom Rager makes for very, very scary Blood reaper attacks and the feat makes them threaten decently far. They also collect corpses off of your many warm bodies to make themselves stronger and the effective +2 ARM is very relevant for the privateer jack statlines.
  • Powder Monkey - this little two point solo is in practical terms a theme benefit. Empower and Anciliary Attack for just two points kicks jacks, and especially ranged jacks like the Mariner up to the next level.
  • Scharde Dirge Seers - three models for six points. Guidance is amazing when you need it (especially on a ranged jack or the Commodore Cannon) - and if you don't want to use Guidance they are still a pretty decent choice.
  • Scharde Pirates - 13" charge with a 6" assault sprays and gang charge attacks can create a very nasty mess of enemy infantry. Under Money Shot they are effective and dangerous enough to find a place in many Shae armies.
  • Sea Dog Deck Gun - free is the best cost for them. Probably still not worth it as Shae likes to get things towards melee.
  • Press Gangers: They threaten quite far with Coup, feat and Advance Deploy and are tough, so you can use them to jam and set up your flankers. Shae runs them better than most since they have no native threat extension and need it.
  • Sea Dog Pirates - very cheap cannon fodder. Two melee attacks mean they can get benefit from Overtake (from Payday). Bring Mr. Walls for No Quarter. The threat extension is invaluable. They go a mile and can take out low ARM heavies or lights on the charge.

Battlegroup

Scallywag is his pet warjack that he can take in any theme.

Shae does little for non-Privateer warjacks, although there's nothing wrong with them being on him. You just won't get as much out of Coup de Main. That said the Talion Charter support for Privateer jacks is excellent and means that you get work out of them even with the only support he provides being free charges.

  • The Freebooter is normally marshalled; even without flank Crush and free charges make a nice combination. And marshalling these with Flank is most of the point of taking him in The Irregulars.
  • A Buccaneer can be ok if you want another source of knock down - which works especially well with Freebooters. If he casts Coup de Main, it can charge free and boost its net on the Assault shot.
  • Mariners can be sped up with his feat and Coup de Main and can shoot. One or two of them are an excellent choice in The Talion Charter; Powder Monkeys giving them an extra shot is just good for the shooting phase, and Scharde Dirge Seers like ranged jacks almost as much to give guidance to on early turns. It's a great all-rounder.
  • Scallywag - his personal jack is a nasty assassin, especially when his troops can give it Gang Fighter. Three MAT 9 POW 14 attacks, plus two spare focus even after it jumps is threatening and it doesn't cost that much.
  • Swabber doesn't do much to fix his pillow fisted problems - but it does have a harpoon to single out enemy heavies and bring it in for killing, and it is tough. Its main selling point is Girded, which is invaluable for the likes of Hawk, Killingsworth and Aiyana.
  • Galleon and Blockader colossals can help solve Shae's troubles with high ARM. With Phantasm, he can keep them safe from shooting. Coup de Main allows them to charge free with a full bag of focus from Powder Monkeys, and they threat a very long way. Either is worthy of consideration, though the Blockader is probably the better choice in his case given its abilities.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Talion Charter

Shae1 [+28 WJP]
First Mate Hawk [Free] (5 pts)
Lord Rockbottom [4 pts]
Bloody Bradigan [3 pts]
Powder Monkey[2 pts]
Swamp Gobber River Raider[1 pt]
Sea Dog Pirates (Max unit) [11 pts]
  • Command Attachment [3 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in Forces of Warmachine: Pirates of the Broken Coast (2007)
  • Despite carrying the Privateer tag, he is not in the service of any nation and is technically a pirate.
  • Shae and his crew have presently been captured by Cygnar, for whom he is trying to track down some stolen cargo in order to parlay for his crew's freedom. However, they stopped publishing books so we may never know what became of the Talion and her scrappy crew.
  • Read lore on Captain Shae.

Warjacks he can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Limited Employment - None yet. (Edit)
Rules Clarification : Groundwork - None yet. (Edit)

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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

Rules Clarification : Synergistic Magic - None yet. (Edit)


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Rules Clarification : Blow the Man Down      (Edit)

  • An Incorporeal model critically hit by this spell is not slammed, but it is still damaged.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
  • See also the rules clarifications on being slammed.
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Rules Clarification : Coup De Main      (Edit)

  • Non-Privateer models are not affected by the spell. Thus Non-Privateer warjacks don't count as "affected warjacks" for the second part of the spell. (Infernal Ruling)
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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Phantasm      (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)

Rules Clarification : Storm Rager - None yet. (Edit)

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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)